Augmented Reality/ AR Market Size, Share, Driving Forces, Game Program Development and Forecasts to 2022

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Augmented Reality (AR) Market Shares, Strategies, and Forecasts, Worldwide, 2016 to 2022 report published at MarketReportsHub.com covers following key topics Augmented Reality, AR, Pokemon Go, Digital Workflow, Smart Headset, Smart Glasses, Internet of Things, Shopfloor AR, Wearable Computer, Process Image.

Worldwide Augmented Reality (AR) markets are poised to achieve significant growth with the use of smartphone apps and headsets or glasses that are platforms to project digital information as images onto a game image or a work situation.

Complete report available at http://www.marketreportshub.com/augmented-reality-ar-market-wintergreen-research.html.

AR is in the early stages of an explosive growth cycle. The Pokemon Go phenomenon raid adoption raised awareness and expectation for the vision of augmented reality AR and digital enhancement of the surroundings. Digital enhancement as AR is just human explanation of our existing surroundings. Digital enhancement provides human explanations of the innate natural world and of the machines we use to perform work.

AR digital enhancement provides explanations and process predictions. Google pointed the way, as it so often does, to the AR opportunity with Google glass which failed, but spawned a large number of projects that have succeeded. All the AR vendors will reap the benefits of the Google original Google Glass huge AR marketing investment.

Augmented reality AR is set to become an indispensable part of people’s lives. AR is poised to take off as part of the much heralded Internet of things (IoT).

“These game based and industrial end-to-end process IoT augmented reality modular AR markets are anticipated to reach $7 trillion by 2027, growing in some cases at the same pace we have seen from Pokemon Go augmented reality. Pokémon Go grew to a massive 45 million daily active users per day after two months in the market, with the market reaching $250 million for the vendor Niantic by September 2016 after two months starting from zero.” Order a Copy of Report at http://www.marketreportshub.com/purchase?rpid=4290.

Phenomenal growth is anticipated to come from implementation of step-by-step procedure virtual reality modules that are used to manage systems. Every business executive in the world wants to have an IT structure agile enough to manage phenomenal growth, should that be necessary, the aim is to construct augmented reality modules that address the issues brought by the Internet of Things (IoT). IoT takes the data from sensors, superimposes analytics on collected data, turns the data into information, and streams alerts back to users that need to take action.

Augmented reality enhances our sense of reality, it further explains what is going on around us, it does not support illusion, it supports getting in touch with what is real, what is really out there. Pokemon Go is so much fun because it gives us little animals, little characters to play with in our exact location, it enhances the experience of our neighborhoods. It has large beautiful birds that flap their wings and look magnificent.

The Pokemon GO characters are placed in our world, they are not crazy, they are not illusions that replace an unhappy experience of reality, or entertain with inappropriate violence, as you would find in a virtual reality game, they are friends that appear in our local life, show up in local locations where they can be caught and looked at. They become part of real life, a vital expression of reality.

Thus to say the implementations of digital imaging superimposed on reality is augmented reality misses the point, they are images that help us participate more fully in the reality around us. The augment the experience of reality, they do not change the reality itself as VR does.

The Augmented Reality (AR) market size at USD $659.7 million in 2015 is anticipated to reach $80.8 billion by 2022. The market goes from $659.7 million in 2015 to $2.6 billion in 2016, an astoundingly rapid growth for a market that really is not yet well defined. The increasing scope of applications across different industries, manufacturing, medical, retail, game, and automotive, all industries really, is expected to drive demand over the forecast period to these unprecedented levels, reaching into the trillion dollar market arenas soon. AR technology is in the nascent stage with a huge growth potential, and has attracted large investments contributing to the industry growth.

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Companies Profiled
Market Leaders are Niantic, Sieko Epson, Microsoft, Sony, PTC, Daqri, Google, Infinity Augmented Reality, Total Immersion, Wikitude, Bippar, Atheer, ODG, Vuzix

Selected Market Participants are ACEP / Try Live, Apple Augmented Reality (AR), APX Labs, Atheer, Augmate, Augmedix, Blippar, Layar, CastAR, Daqri, Esri, Essence, Facebook / Oculus, General Electric, Google, HP Aurasma, HP Autonomy, HTC, IBM Watson Augmented Reality, Infinity Augmented Reality, Intel / Recon Instruments, Kopin, Magic Leap, MDA, Merrick & Company, Microsoft, Niantic, Osterhaut Group (ODG), Pristine, PTC Acquires Vuforia, Qualcomm, Samsung, SAP, Septentrio, Seiko Epson, Shenzhen Vigor Electronic Co., Sigma-Aldrich, Sony Interactive Entertainment, Thermo Fisher Scientific / Life Technologies, Total Immersion, Valve Technologies, Vuzix / Intel Investment, Waygo, Wikitude, Yahoo, Yahoo / Mavens, Yahoo / Tumblr, ARLab SDKs, DroidAR Open-Source Framework, Metaio SDK, Vuforia SDK, Wikitude AR SDK

SAMPLE COPY for this Report AVAILABLE.

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